Sandbox Elements

Latest Game Updates

Announcements, updates, and patch notes for Sandbox Elements.

The Logic Update

update 14.07.2026 v1.4.0

New: Event Graphs

The old event system has been replaced with visual Event Graphs, making it much easier to build interactive levels without scripting. Create logic by connecting element properties, events, and reusable logic nodes using a visual graph editor.

Level Graphs connect elements placed in the world. Element Graphs define reusable behavior inside custom elements and can expose custom inputs and outputs.

Graphs support Number, Toggle, Text, Trigger, and One Shot connections, automatic value conversion, local and shared variables and in the future: Connection parameters.

Logic Nodes

  • Value: Stores a Number, Toggle, or Text. Use Local mode for one node or Global mode to share a named variable across the graph.
  • Math: Adds, subtracts, multiplies, divides, or calculates the remainder of two numbers.
  • Compare: Compares two numbers using greater equal, greater, equal, or not equal and outputs a Toggle.
  • Gate: Combines Toggles using AND, OR, or NOT.
  • Counter: Increment, decrement, or reset a count. Sends a trigger when its target is reached.
  • Timer: Repeatedly sends a Tick trigger at a configurable interval while enabled.
  • Delay: Waits before forwarding an active state. Deactivating the input cancels the delay and output.
  • Edge: Sends a trigger when a value changes, rises, or falls.
  • Element Input and Output: Exposes a named Number, Toggle, Text, or Trigger input/output from a custom element.
The graph editor includes grid snapping, zooming/panning, a minimap, and automatic compatibility filtering.

Tick-Based Simulation System

Gameplay logic now runs through fixed simulation ticks instead of relying on frame or physics timing. The game runs at 20 ticks per simulation second. This improves consistency for logic nodes, timers, moving elements, cooldowns, and world behavior. Systems such as paths, rotators, cannons, jumpers, spikes, logic timers, delays, teleporters, impact damage, and collision cooldowns have been moved toward the new tick model.

The result is a more predictable simulation foundation: Gameplay advances in fixed steps, visuals remain separate, and heavy lag is handled more safely without unlimited catch-up. This is an important architecture update for future logic systems and replayability.

Other Changes

  • Removed mandatory ingame ads! Ads are now completely optional. Watch up to 5 rewarded ads per day to earn 25 coins each.
  • Added an Emotes tab to the customization screen.
  • Added a Roadmap to the main menu. View the progress and future of Sandbox Elements.
  • Updated the game's font.
  • Redesigned the reward popup.
  • Backpack and other content browsers now display item names.
  • Removed the "When Spawned" trigger from elements.
  • Fixed a critical bug where stale level cache data could leak between worlds after entering a portal.

Containers, Eggs & Item Payloads

update 28.06.2026 v1.3.8
  • Added Component Container: Provides item storage for elements and items. Available on elements such as Element Chicken, Element Player, Element Crate, and for custom elements.
  • Added Item Egg: Fresh from a wandering chicken, still warm and useful. Can be thrown or consumed. Item payloads can be configured through its inventory.
  • Element Chicken now produces eggs over time. The interval is configurable via Egg interval. Produced eggs are stored in the chicken’s inventory and are laid when the chicken sits. If the chicken picked up another item instead, it lays that item instead.
  • Element Chicken now has Fertility: a configurable chance that a produced egg contains a chicken. The egg needs to be picked up and thrown for it to hatch.
  • Item drops now support item stacks directly. A stack is dropped as one item drop instead of spawning one drop per item.
  • Item drops visually represent stack size by rendering multiple item sprites in a stack.
  • Item drop stack count can be configured in the Editor when the held item supports stacking. The max stack count is 5x.
  • Added transform properties such as rotation, size, and size multiplier to element settings.
  • The Backpack now uses a single tap to select custom content and a long press to edit or delete it.
  • The purchase dialog has been redesigned and now clearly displays your available currency.
  • Fixed jump button being able to be pressed while the throw joystick was displayed.
  • Fixed a bug where the throw joystick didn't disappear when the element in the hand got destroyed.
  • Fixed content view button being visible in the avatar editor.

Emotes, Damage & Physics

update 20.06.2026 v1.3.7

New Emote System

Express yourself with the new emote system. Open the emote menu using the button in the top-left corner during Play Mode and perform emotes at any time.
  • Added Emotes: Emote Point, Emote Sit, Emote Wave, Emote Cheer, Emote Giggle, Emote Facepalm, Emote Dance Groove

Damage Rework

Damage calculations have been redesigned to be more predictable and physics-driven.
  • Fall damage is now based on fall height measured in blocks. The first 3 blocks are safe. Each additional block deals damage based on the element's fall damage value. Element Player: 10 damage per block, Element Beetle: 3 damage per block, Element Chicken: 0 damage per block.
  • Impact damage is now separate from fall damage and depends on collision speed. Elements can damage other elements through impacts and throwing force.
  • New Rubble System: Damaging elements now leave behind debris, which automatically disappears after a short time.

Inventory & Item Improvements

Inventory management is now more flexible.
  • Items can be swapped within the inventory or hotbar.
  • Items can be moved between the inventory and hotbar.
  • Items can be dropped into the world by dragging them outside the inventory or hotbar.
Dropped items now react to physics, can be picked up by NPCs and are dropped by NPCs when they die. Component Physics can be added to items in the Editor.

Other Changes

  • Added spawn and removal animations when elements get spawned or deleted.
  • Fixed messages not being deletable from the inbox.
  • Fixed collisions that could no longer be spawned in the Element Editor after shrinking artwork size.
  • Fixed world boundary calculations not accounting for path points.
  • Fixed Element Image not displaying its image correctly after loading.

Character Customization and Animations Overhaul

update 30.05.2026 v1.3.6

Completely Reworked Character Customization

The character customization system has been rebuilt from the ground up.
Choose from a much larger selection of appearances and create more unique characters than ever before. Existing skins have been redesigned, many new skins have been added, and several categories have been expanded with new customization options and categories: Head, Hair, Hat, Eyes, Mouth, Skin Color, Top, Bottom and Shoes.

The previous Face category has been split into Eyes and Mouth, allowing you to mix and match facial features independently. Some customization items, including selected hairstyles, now support color customization.

The following legacy skins have been removed as part of the customization overhaul: Robot Head, Small Head, Expressive Eyebrows, Aviator Hat, Green Beanie, White Beanie, Desert Cowboy Hat, Golden Crown, Animal Ears, Iron Commander Helm, Emerald Star Cap, Amethyst Star Cap, Gold Star Cap and Turtle Shell.

Additional customization features:
  • Added Randomize button: Automatically randomizes your skin based on what you have purchased.
  • Added Reset button: Resets to the default player skin.
  • The user profile now displays the character of other players.

Character Animation Rework

The player character has received a visual rework alongside a brand-new animation system. New animations have been added to Element Player, Element Beetle and Element Chicken and existing animations have been reworked.

Other Changes

  • Greatly reduced the costs of most elements, artworks, and materials.
  • Skin Hat Leaf Sprout no longer uses a swaying animation.
  • Further improved player ledge grab detection on walls.
  • Fixed the player throw trajectory to accurately predict where an element will fly. The throw trajectory stops at walls.
  • Fixed missing Layer Order property in the element property menu.
  • Fixed Edit Mode and Play Mode music sometimes playing unexpectedly when switching between sublevels.

World publishing upgrades, editor improvements

update 12.05.2026 v1.3.5

Reworked several theme-related screens and UI elements

  • Redesigned the publish menu.
  • Updated object info panels.
  • Improved category visuals.
  • Refreshed various icons and GUI elements

Content

  • Worlds can now include up to 4 additional screenshots when published. These screenshots are shown in the Sandbox Universe and the object info window.
  • Added the ability to favorite content in the Hub.
  • Moved the screenshot tool directly into the Editor and Play views for faster access.
  • Improved block rendering to reduce jagged corners and uneven edges.

Editor Improvements

  • Added a utility panel to the bottom-right of the Level Editor. Enables view expansion, changing the zoom level, focusing on the player or start element.
  • Added a recently used color palette with up to 12 colors.
  • Editor tabs now switch instantly when tapped. Long-press an Editor tab to close it.

Particle Editor

  • Added a play/stop preview button.
  • Particle thumbnails now generate nearly instantly and use higher quality and more consistent preview time frame.

Other Changes

  • Improved player ledge grabbing to better prevent false grabs.
  • Fixed curve graphs not updating after adding or deleting a point.
  • Fixed custom artwork placement sometimes showing an empty image.
  • Fixed the delete dialog not showing animated particles correctly.
  • Fixed Background Empty and Background Grid darkening the scene even though they do not use scene darkening.
  • Fixed level deletion so sublevels keep stable indices and portal links no longer break when a level is removed.